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  1. I've been flying this online for a couple months now (8mo baby doesn't let me out much!) And its absolutely devastating. It's 5Xwings all over again. Lining up the bullseye shots is consistently doable with good blocking, which isn't too difficult with how maneuverable they are. Their blues are admittedly not the greatest so you have to linked action and sloop at the right times, but having Kraken often means at least one of them has a left over token and can afford to not clear stress right away. Their dial is amazingly flexible. Found 4 bulbs on ebay and went for it
  2. Greetings starpilots! I've been out of the game for a while and looking to crowd source some opinions on a hyperspace list for upcoming events. TIE/sa Bomber: Major Rhymer (38 + 9) + Intimidation (3) + Adv. Proton Torpedoes (6) TIE Advanced x1: Ved Foslo (45) TIE Reaper: Major Vermeil (49 + 6) + Death Troopers (6) TIE/sk Striker: "Countdown" (44 + 9) + Fifth Brother (9) ======(200/200)====== General idea is to have Countdown take point and hopefully score an opening block. Ved flanks with his flexible dial to get ATC set up. The Majors bring the noise to capitalize on bumps. Following round Rhymer pushes in to block and get his r0-2 adv proton torp off if he hasn't already, while Vermeil clogs up space with Deathtroopers making things annoying. Sounds good in theory. Lots of dice with decent mods, weird target priority, and a loose plan... But does it have legs? Will it get shredded by the current hyperspace meta, and what if anything will give it the most trouble? Thanks!
  3. Love it! Grand Inq on Echo seems right at home to compensate for the Initiative 7 force users.
  4. Aye that's about what I figured. Krennic over on the shuttle flailing his arms and jumping about, but his Prototype stops checking for him at range 2. Thanks for the quick replies!
  5. This is probably wishful thinking, but does Stridan's ability to alter range allow another ship with the Optimized Prototype to pass Krennic a target lock after an attack from range 3? "For the purpose of your actions and Upgrade cards, you may treat friendly ships at Range 2-3 as being at Range 1." "After you perform a primary attack, a friendly ship at Range 1-2 equipped with the "Director Krennic" Upgrade card may acquire a target lock on the defender."
  6. Awesome thanks for the responses! Those points seem fair enough, so it's sorta like calling out a Dash player for not declaring the use of his ability before he does his thing... Some situations might arise where you really want him dead on a rock, or in Nym's case to clear a pesky bomb or detonate one that could hit himself. Technically a missed opportunity, one that they should be given a 'freebie' warning about the first time but after that... and especially in say an elimination game, I stop being obliged to remind you of your triggers.
  7. Yeah no interaction between Snapshot and title as Snapshot is a secondary weapon
  8. "Once per round, you may prevent a friendly bomb from detonating." Wondering about a scenario and if it could be considered missed opportunity outside of a casual setting. Scenario: Nym has a Proton Bomb out on the field and declares his ability for the round. Fast foward to the next round and both players agree to enter the combat phase... The undetonated Proton Bomb is noticed and the Nym player did NOT declare his ability, does it immediately explode? And if so, can Nym stop it? If bombs detonate at the end of the activation phase and Nym's ability was not explicitly stated (rather just assumed), is the opportunity to prevent detonation then missed? What if the bomb is only noticed mid combat after dice have been rolled, instead of at the end/start of Activation and Combat? Can the Nym player still say, "oh yeah I meant to hold that -- and if its detonating now, I'm gonna use my ability to stop that."
  9. Congrats on the win! That last game was awesome to watch! May I ask how your other matches went? Did the Imperial alpha strike pretty much win your games outright? Or were they more drawn out with Vader cleaning up house after the dust settled.
  10. It can be pretty devastating with a bomber in play. I took something similar to a small tourney today, and were it not for a bad misplay in the final round it might have gone undefeated. Captain Jostero (24) Deadeye (1) Harpoon Missiles (4) Ion Dischargers (2) Guidance Chips (0) Vectored Thrusters (2) Pulsed Ray Shield (2) Vaksai (0) Sol Sixxa (28) Lightning Reflexes (1) Extra Munitions (2) Harpoon Missiles (4) Cluster Mines (4) Collision Detector (0) R4-E1 (1) Long-Range Scanners (0) Havoc (0) Thweek (28) Fire-Control System (2) Autothrusters (2) StarViper Mk. II (-3) Virago (1) Total: 100 View in Yet Another Squad Builder Lightning Reflexes paired with R4-E1 and Sol's sideways bombs are a thing of beauty! Very easy to land a full line of Clusters two rounds in a row, though without Cad Bane the payoff can be unreliable. :/ If you can manage to get Jostero's Harpoon off and one use of his ability before he dies, you should be in good shape. Deadeye is pretty necessary for the missile, but for the most part I found I was relying on raw dice to deal damage, often taking and spending focus to stay alive. The Ion regen is cute but only got one use out of it, not sure if worth it.. Favourite moment was kickturning behind Dengar with Jostero, landing a set of clusters mines with Sol, and killing him with Jostero's ability before he could activate - eating my own Harpoon splash in the process. He then got bomblet/autoshredded by Nym, but he served his purpose. Also Thweek is pretty fantastic.
  11. Bit off topic, but you got any more info on that winning Whisper list and/or the hero of the Empire who flew it??
  12. Update: A few more games of practice and I'm 12-1 with this current iteration. Resolved to not worrying so much about an initiative bid and just learning to fly more responsively. Things I've noticed.. - Better players will charge the bomber and do not allow torpedos to fire, this can be responded by charging the bomber in first for a block, 5k'n behind the following turn. Kinda messes with the game plan but beats getting erased. - Agent Kallus only comes into play maybe every other round, if that, most of the time he just chills in the valuable crew slot silently judging me. - Quickdraw still never gets shot at With a tourney coming up in a week, I'm considering tweaking to what I'm expecting to be a scum heavy meta with the following: TIE Phantom: · "Whisper" (32) Veteran Instincts (1) Fire Control System (2) Advanced Cloaking Device (4) · Rebel Captive (3) TIE Bomber: Scimitar Squadron Pilot (16) Flechette Torpedoes (2) Extra Munitions (2) Guidance Chips (0) TIE/sf Fighter: · "Quickdraw" (29) Swarm Tactics (2) Fire Control System (2) Lightweight Frame (2) Special Ops Training (0) Targeting Synchronizer (3) -- TOTAL ------- 100/100p. -- Doubling down on the stress with Rebel Captive and Flechette Torps over Kallus and Plasmas. Shutting down Expertise and limiting Mindlink, not to mention double stressing any PTL Aces with the Flechette. You think these changes are worth the trade?
  13. Yes, swarming up to ps9 helped eliminate more than a couple ships, notably Miranda and Rey, and at the very least ensured the target was sufficiently softened for Whisper to finish off. Found it wasn't too difficult to keep QD at range one either as their dials are play nicely together. Oh how I wish I could make that work.. I've tried that bomber loadout quite often and always find that A) I miss guidance chips, and more importantly B) I'm never able to get the second target lock due to range restriction and then subsequently not be able to fire the second volley I have found what you're saying to be true though, Quickdraw not being able to use his own TL for the first couple shots makes for a pretty weak attack. He becomes a 38 point target painter - unless someone shoots him to trigger ability which hasn't happened yet! How the games have played out is QD and Scimitar joust while Whisper goes for the flank. The enemy almost always turns towards Whisper, allowing the other two to creep behind them and unload - otherwise they have a phantom behind them! If her flying is on point and the dice are kind, Whisper survives and the enemy usually goes for the spent bomber as it's the softest target. Would dropping down to Backdraft be the answer?
  14. Hey all! Been trying to find a way to get targeting sync and a tie phantom on the table together and have kind of hit a wall. (The wall being there are sadly just not enough points!) And was looking for ways it can be fine tuned. This is what I've been tooling around with to moderate success: TIE Phantom: · "Whisper" (32) Veteran Instincts (1) Fire Control System (2) Advanced Cloaking Device (4) · Agent Kallus (2) TIE Bomber: Scimitar Squadron Pilot (16) Extra Munitions (2) Plasma Torpedoes (3) Guidance Chips (0) TIE/sf Fighter: · "Quickdraw" (29) Swarm Tactics (2) Fire Control System (2) Lightweight Frame (2) Special Ops Training (0) Targeting Synchronizer (3) -- TOTAL ------- 100/100p. -- I'm 7-1 thus far, but not all of those have been the most competitive matchups. Wins Vs 3 swarms, couple Miranda + X, one Imp ace. The one loss was to the new hotness, Dengar/Tel -- which ended closer than it had any right to be on paper; with only a one HP Dengar left standing on the table! The biggest issue is obviously the ballsy no-bid Whisper in a meta that can punish such audacity real quick. But where does one make cuts? In all my games, getting both Plasma shots off hasn't been an issue and so Extra Munitions is justified. Kallus lets me laugh at TLT (though sometimes I wish it was Rebel Captive to counter Expertise..) I don't know, what do you think? The 21pt Scimitar that shoots Plasmas at ps9 is pretty nasty though
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