Jump to content

theBitterFig

Members
  • Content Count

    8,523
  • Joined

  • Last visited

Everything posted by theBitterFig

  1. Well, most of us Pigeon Hole our ships. Plano boxes and the like are smaller than these, but the analogy fits.
  2. On paper, ETA have all the tools (pre-dial movement, talent + force, cannons, purple T-Rolls), but less raw stats (whether 7B, or consistent CLT which have an extra health), and Deltas can double reposition at engagement (ETA only have a single normal action). // Personally, I'm keen to give 4x 7B generics a shot, just because I think it looks enjoyable. 4 Force X-Wings. 3x 7B Jedi Knights with Heightened Perception and a 44 point ship would also work... Kind of too many points for a V-19 Oddball; Padme would be an interesting thing to test out, but Broadside with ICT and R4 would be a nice piece for a bit of control along with some variable-initiative punch. I see HP as being more for the 2nd round, to put a kill on something before it can attack. Warthog + 3 Jedi Knights is 201 points. Probably for the best. Hound fits, but there's kind of nothing to add for gunners or crew that seems worth...
  3. I personally don't like using Selfless. Best Selfless squad from a while back was some Selfless Blade B-Wings and Wedge (and Biggs? I don't recall properly). Anyhow, the point is clear: it becomes kind of a PITA to kill the ships in a timely fashion. There's a decent chance of an attacker rolling a crit (around 1/3rd of focused 3-dice attacks will have a crit), so you pull it over to the B-Wing. Suppose the opponent attacks that B-Wing. Pull the crit over there. If you've got a neat little block of 4 ships, it'll punch OK, and it'll take a lot of attacks to crack the first defender. Sure, after the first target is dead, it gets easier to work on the rest of the squad, but the goal is to use those first few turns with ships not exploding to get far enough ahead in the damage race that you'll win in the end. // The heyday of the strat was 1e, where versions of Biggs, Lowhhrick, Captain Rex, and Jessika Pava (Resistance wasn't a different faction) combined with Selfless and Draw Their Fire (one sucked in crits, the other took all the regular hits, once per game). Biggs, at this point in time, had to be attacked--no other choice. So the opponent attacked Biggs, and Lowhh added an Evade, and Rex reduced the attack dice, and with Selfless and Draw Their Fire, Biggs just wouldn't die to a round of attacks. Then everyone shot back, and Jess had rerolls and you just won trades. It wasn't a complicated squad to fly--1 forward to victory. But it was an absolute pain to fly against and was rightfully hated. 2e nerfed the crud out of that "Fair Ship Rebels" archetype. Biggs is just super-Selfless now, Rex was gutted, Lowhhrick become less effective. It's become more work for less payoff. // But it's not that complicated to throw in a few Selfless Blades and reasonably-hard-hitting Wedge. But while that was the best version of this kind of damage-manipulation squad in 2e, it wasn't all that great. When it comes down to it, it's just 4 ships with nothing special in terms of dice mods and crap mobility that can take the first punch pretty well. Got replaced pretty quickly with standard Rebel Beef (at the time, Cassian with Leia crew, Wedge, Ten, Braylen; points subsequently nerfed) which hits harder, flies better, and has better initiatives for IKills, even if it isn't exactly as tanky. Best carrier was pretty well established as Blade B-Wings. High shields, high total health. Could probably do worse for 44 points, but... it's not super compelling, that's why it doesn't show up all that much anymore.
  4. Now I'm wondering what the best XX-23 ship to backup two FCS Deltas would be. In Hyperspace, I'm guessing probably just two BotE. In Extended... Sense Grand Inquisitor? That's kinda nasty in a way. A pair of Dorsal TIE Aggressors would also be OK.
  5. Hope I didn't come across as too confrontational or dismissive.
  6. Really clean with those blockers in there. Not HS, but it looks nice.
  7. Torpedoes, IMHO, absolutely require R3. Having two choices for the first target gives you a lot more options on the approach (an opponent can't "just run" as easily), and you have the immensely powerful potential for a second-strike of double-modded torps on the next round. When it works, it's glorious, and with a list like Torpedo E-Wings, you have to play to your outs. Yeah. I just wanted to toss out another take which that's just, well, my opinion, man.
  8. Ah. I haven't payed a tonne of attention to all the upgrades. And I also totally forgot that Punishing One grants the Droid slot. XP // I do feel like it's worth some thought between PRockets and APTs. APT is action harder, but you've got Lando and Han's tracers, and that wider arc might be useful. PRockets are more independent, but bullseye... Hrm.
  9. You can pry my R3 E-Wings from my cold, dead hands. But I get it with R4 folks. There's a lot of potential mobility there, and it does open up the dial. I'm going to prefer the massive targeting flexibility (which also leads to practical mobility--more moves are good with two potential targets), but if someone else is a die-hard R4 player, hey, that's just how it goes. I don't think that's actually true. Range 0 against Fenn in particular is a great place to be, since his ability and Concordia are Range 1 only. My two cents, and it's mostly based on 1e, I didn't really like having Zeb on the Ghost. I always felt like I was getting the worse end of the deal, since I could usually shoot some other target with my VCX, so I'd rather an opponent who blocked me wasn't able to shoot me, too. But this was in an era of 360 degree automatic turrets, and it's also probably local. The lists I wound up playing against might not be the same as someone else. I'm not saying Zeb on a Ghost is bad, just that... it didn't really work for me or feel great to me. I suspect it's a lot like R4 vs R3. Both have merits, and the players involved matter more than anything else.
  10. I've flown Howl + Tempests before, and kinda liked it. Approaching easily with Focus and Howlrunner rerolls isn't too bad, and you could easily grab locks in the 2nd round. But Tracers just seems cleaner.
  11. I'm trying to figure out the best way to combine XX-23 S-Thread Tracers with TIE Advanced/x1 and their Advanced Targeting Computer. If it wasn't ** limited, you could run five Tempests with FCS and XX-23, but right now there's 6 spare points, and nothing obvious to spend them on. Two Tempests with FCS, two with XX-23 and FCS, plus Howlrunner would fit. That'd give you a lot more punch if you're not able to make good use of the Tread Tracers, but you've got less punch when things work out in your favor... Mixing in some TIE/v1, you could have two Inquisitors with XX-23, and 3 Storm x1s with FCS, at 199 points. Anyone else see options? Ideally hyperspace, but not strictly...
  12. So five Tempest TIE/x1 with FCS plus 2 with Tracers just crossed my mind. There's 6 points to spare since Tracers are ** limited, and a 44 point ship could be brought also instead of one of the x1s. (Howlrunner, for example). Alternately, 2x Inquisitors with Tracers, 3 Storm x1s with FCS... XX-23 just seems to combo so nicely with Advanced Targeting Computer on the /x1.
  13. I feel like there's a tonne of scaffolding, and not much payoff. Han is a lot of points to just get locks, and he lacks punch. Quinn doesn't need a lock, he just needs a Bullseye (*E* A really nice looking ship, PRocket QJ in some list or another). The only real payoff is Dengar, and he gets double-locks manually. Is there a way to, say, trim Dengar to just ProTorps and like Autoblasters, get ProTorps on Quinn (are Advanced ProTorps Hyperspace?), and a real missile on Han? But then that's fewer tricks for getting locks easily. Bah. I just want more boom and less set-up, and I don't really see an easy way to get there...
  14. Didn't we go over essentially this with Mag-Pulse Warheads? It was the same there, the hits are cancelled first, then 5Bro adds his crit. Worth noting that Ion Missiles works differently, and 5B's added crit would inflict an Ion Token.
  15. Imperial Aces. Vader, Whisper, Grand Inquisitor. Top 4: 3x Kihraxz, Torkil Mux, Seevor Top 8: Boba/Fenn Top 16: Vader, Echo, Sai. Lower than that, it's not as easy to find out.
  16. Who knows what's going to happen with the move, to anything. Seems best to chill for the time being. Last update to solo play was only two months ago anyhow, and even there wasn't a shift in developers, I wouldn't really have expected news for a another few months.
  17. I know too many non-competitive folks who, if they said they just want to fly Extended to fly the ships they like, even if they're bad, that I really can't justify demanding they don't. If Hyperspace was designed to be a truly balanced format, instead of "cool stuff that's different" I'd feel a lot better about it, or asking folks to switch between the two periodically. ** I'll also add that in my experience, Hyperspace vs Extended hasn't mattered *at all* in terms of wombo-combo or OP nonsense. Jank vs Hypercompetitive is an entirely separate axis from format. There's players who play chill lists in any format. There's players who dial it to 11. I'm sure a lot of 1e Nymranda players switched to Boba-Fenn in the previous Hyperspace rounds. Spamtex or 5A (back when they were actually a strong {toxic?} list) were Hyperspace, with nearly all the tools as Extended. On top of that, there's plenty of non-combo ways to just have no chill. Kylo aces lists don't really have much in the way of combos, but can still lead to incredibly one-sided and unfun gameplay in Hyperspace. This is why Fort Hyperspace would probably never really work. Combos often get the blame, but NPE probably has more to do with the players than the lists. Banning stuff won't always fix it. Just seems best to try to hype up Resort Hyperspace as a spiffy new respite from the same-old-same-old Extended. Not everyone is going to want to visit, but trying to brick up a tonne of stuff because a small number of lists are toxic probably isn't going to get more folks to party at the Resort. This. Hyperspace is madcap in a way that could be really fun. Not always for everyone, but there's a lot of neat stuff there. But just as the format has gotten a lot less serious, the pro-HS crowd ought to get less serious, too. At very least, folks shouldn't pretend like it isn't goofy.
  18. The new app has a well-observed glitch where no upgrade "sees" other upgrades when determining requirements. Upgrades that change slots aren't functioning. Scum Slave 1 doesn't grant a Torpedo slot, Separatist Slave 1 doesn't grant a gunner slot, and so forth. Huh. Just checked and they fixed this half of the glitch. Good to know. Upgrades that require actions granted by other upgrades aren't functioning. For example: Squad Leader ships can't equip Tactical Officer. SQL grants a Red Coordinate, so you ought to be able to equip TO. Veteran Turret Gunner can't be equipped on ships with Dorsal or Ion Cannon Turret, since it's not "seeing" the Rotate action granted. This is a long-established combo in the game, leading to a lot of ship and upgrade cost nerfs. FFG has never before demonstrated problem with the interaction between actions granted by upgrades, and upgrades which require specific actions on your action bar. The price, maybe, but never the basic interaction. Daredevil and Extreme Maneuvers both fit this pattern. The S-Foils grant the Boost action, and that ought to be enough for the upgrades which require a boost action on your ship. I mean, it worked in the old app.
  19. I'll throw shade. This is entirely wrong and comes across as someone trying to use an improper exploit, like crooked dice or an extra-long range ruler. It comes across as someone trying to cheat. Honestly, I gave you a very good solution. Nashtah Pup cannot be used without Hound's Tooth, and Hound's Tooth always has a defined initiative value, so use that for the price of Initiative-based upgrades. Now, I'm inclined to rule it out--because you specifically have been a pushy jerk about this. There's merit to @emeraldbeacon 's #2 and what @Maui. is saying, where the Nashtah Pup simply doesn't have an initiative, and can't equip initiative-based upgrades. An undefined cost being presumed as "0 points" has no basis anywhere in the rules of the game. Demanding money back because a judge wouldn't let you cheat would be an absolute ******* move. So, look at the official points PDF. Go to the listing for Afterburners. Is there a price for "*" initiative? No, there isn't. Is there any initiative where the price of Afterburners is 0? No, there isn't. A judge isn't overriding ****ing anything; there's nothing to overrule. The dangerous precedent would actually be letting you get your way. Then any players out there would be empowered to cheat as much as they could. That, not a judge trying to clarify what is 100% surely just a computer glitch, would be truly dangerous to X-Wing. Any judge would be perfectly justified to disqualify you from a tournament for unsporting conduct. You know what else just about any judge (and certainly any X-Wing judge I've ever met) in X-Wing would do for any player with a list with glitched points? Offer to let them change their list. If a player didn't have the upgrades or ships, they'd lead a whip-around, see if anyone else at the tournament has the spares to help out. Because that's the X-Wing community. Getting preemptively mad, threatening legal action, over not being able to exploit a computer glitch? And acting snobbish about not playing in tournaments while disparaging some of the best folks in this game? I take that personally, because you're insulting folks I'd call friends. All the folks I've met running tournaments in X-Wing are good folks, trying to be fair and just with everyone, trying to be helpful in *any* way they can.
  20. Forts are dreary and cold and dull. Resorts are fun and happy places. FFG gave the pro-HS players a gift this season. Hyperspace doesn't have to be the fort full of cranky holdouts who hate fun. It can be the tropical resort to relax with sea and sun and sand. Maybe next season it'll be the ski resort for some downhill excitement with spiked cocoa afterwards. The pro-HS crowd can make it a resort, rather than a fort, and that'd be better for everyone. The way to kill Hyperspace *ENTIRELY* right now it to scold Extended players. It's incredibly disingenuous to pretend that faction identity hasn't been gutted for a lot of players, and that Hyperspace more than ever isn't a format for everyone. Pro-Hyperspace folks would do best to invite in, rather than get cranky with anyone who isn't excited. When hyperspace selections are as skewed as this, kill as many archetypes as this HS season does, to demand that it's the primary format is just going to drive folks away. I've always been a big proponent of format swap-off. The way to convince other folks to play Hyperspace with you is to play some Extended with them, or vice versa. Try to work it out among your group that, if you play some of what they like, they'll be more indulge your preferred format.
  21. I don't like Juke. It's really expensive, and frequently isn't even that good. Spending your single normal action on an Evade token each turn is really limiting. There will be times it's fine, others where you'd do better to do something else, then your expensive Juke goes to waste. Instead, I'd go Predator + Brilliant Evasion. Aalya and BE go together quite naturally--she turns a friendly ship's die to a focus, and BE handles two focus results. Predator is going to dovetail nicely with what you already want to do: get bullseyes. Ion sets those up, Predator provides the payoff and reward. You'll also be more free with your actions to Boost or Roll if need be. This frees up points to upgrade Luminara (is there a specific reason for her here?) to Plo Koon, to get three Init 5s. Aalya (Brilliant Evasion, Predator, Ion Cannon, Stealth Device) 69 ETA Obi-Wan (Brilliant Evasion, Predator, Ion Cannon, Stealth Device) 67 Plo Koon (Brilliant Evasion, C1-10P, CLT) 59 Bid 5 I don't know whether Ion Cannon is great. It's nice to have a 3-dice attack when you don't have bullseye, but I don't know whether it'd be better than, say, R5 Astro to remove damage cards. However, it's a new ship, seems worth trying, and probably helps line up some nice and easy Bullseye shots.
  22. I'd say so. T-65 pilots have traditionally been able to equip and use Daredevil, and this is roughly equivalent.
  23. I mean, it's technically true that you can get by without damage cards unless you have a critical or an expose effect. Use tokens, if there's an expose then replace relevant tokens with cards to flip over. Just so long as no one who does it gets snippy with a judge or opponent who prefers to, like, actually follow the rules of the game. *e* *e* *e* Actually, maybe that's not quite true, due to Monty Hall Problem issues. I dunno, could go either way, Monty Hall Problem stuff is...
  24. Fort Hyperspace is dead. Long Live Resort Hyperspace. It's not for everyone. It's barely any shelter from a hurricane. It's a place to party.
×
×
  • Create New...