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About SirCormac

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  1. You can do Stridan with Hux, that'll do it.
  2. Thing is, everyone hates Wedge and try to kill him first, but with Tomax coming in at only 29 points, I am looking to pair him with a classic Ryad and a classic Inquisitor (with prockets) for 99 points. That would leave him as the low man on the totem for attack order, or, if they do attack him, he's a slightly more expensive Biggs. I'm fine either way.
  3. I wasn't saying it was a good reason, just a reason:)
  4. Maybe the "You" is on purpose, so that it only works while Jabba is alive (although maybe it wouldn't work anyways).
  5. Thanks for the clarifications! So here's an idea I came up with for Epic. Put Azmorrigan and Jabba on the same ship. Send your Z-95 swarm with Glitterstim or HSB or whatever at the enemy and pop them on the first turn of combat. Then, dump Jabba out the airlock and put Gunner there instead (or whatever) and proceed as normal.
  6. OK, so I have a question about Jabba, which I think ties into the FAQ on Boba Fett, but I need help answering it. So here is what the FAQ says about Boba Fett being used to discard EM: " If Boba Fett is used to discard an Upgrade card that has an ordnance token on it (including the Extra Munitions Upgrade card itself), the opposing player can discard the ordnance token instead. (X-Wing FAQ, Version 4.2.1, Updated 07/01/2016)" So, if I understand that correctly, if Boba discards EM, then do you need to discard all of your Ordnance tokens? And what if you had already used some of them? Do those Missiles stay untouched, or do you need to discard them if you don't have an Ordnance token still on it? The reason I ask this is it seems to me to be a similar case to when the ship with Jabba blows up. Since EM only affected the ship it was on, Boba Fett was the only case I could think of to match this scenario. In other words, when Jabba dies (or is Boba Fett'ed, or is switched out with Azmorigan) do you lose your Tokens, and if you do, do you lose Illicit cards still in play that don't have tokens on them because they used the token earlier? Thanks for the clarification!
  7. True, but I think when the designers first made turrets as upgrades, they never intended them to be your primary damage dealer. I think they were intended to be powerful but situational. As it stands, the TLT is so good, it shuts all of the other turrets except Autoblaster, mainly because it is the cheapest (and it's effect is brutal when it triggers). I would like to see more variance in the turrets. Like with the new turret coming out, you need a TL, which in many cases (especially with the opening joust for a low PS) is going to be hard to do, when TLT are just easy street. What I am trying to say is that the designers work hard on these turrets, that no one will use. LOL. If they slightly nerf TLT, so it is still solid, it might allow some other turrets to rise to the top and be used again.
  8. I think TLTs are fine, they are just a tad to cheap, and the real problem of that is that there is no reason to take any other turret besides Autoblaster. This follows the same logic that FFG used to nerf the previous cards, too much benefit for too little cost. I've heard this suggestion, and I really like the idea of changing the rules regarding secondary weapon turrets to allow for Range defense bonus (or simply changing the TLT card to add a green die at R3). I think that would be just enough to make the card be a 6 cost card, rather than an 7-8 as it is right now. It doesn't need a nerf hammer, just a slight tick down the ladder.
  9. I thought Focus tokens only let you reroll Focus results (why I thought this, with TL being a thing, I have no idea). I thought you could take the same action twice, if you wanted to (like with Darth Vader). I thought BR was middle-middle, in other words, no forward or backwards movement, only lateral.
  10. Alternatively, instead of doing a reinforce token (problematic with the rules), you could give them a pseudo-reinforce token that is slightly weaker (to offset that it is free). Something like this: Reinforced Deflectors: B-Wing only. Modification.: When defending, if you have 2 or more shield tokens, you may add 1 Evade result to your roll. This essentially gives them the Reinforce action, but for free, but it turns off when they are at half health. It would need to cost something, perhaps 2. As for Knife fighter, I don't know if someone mentioned this, but half of the card says if you performed a K turn, you may add an Eye to your roll. Unless your the B-Wing that can spend stress as a Focus, this doesn't help. Also, when I think of them being Knife fighters, I think of their hard 1, rather than the straights. Maybe have it be: Knife Fighter: Title: When performing a Hard 1 turn or a K-Turn, you may reroll any Eye results when attacking or defending. These are just ideas. Thanks for sharing!
  11. I agree wholeheartedly, I think that's what makes Quickdraw so good, and now with LWF, it really allows her to shine. As I mentioned in my post, if you pair her with a Biggs that the enemy REALLY wants to kill, and Draw their Fire, it works out really well. Now someone could attack my Quickdraw on the first round, but three dice, a focus, and shields are somewhat strong against it, combined with the revenge attack, most people choose to try to kill Deathfire, because they are afraid of his bombs. But if they don't, and they leave Deathfire untouched, ready to launch homing missiles and lay down clusters, really, I'm ok either way. SO in conclusion, there are generally two types of QD. Those that burn themselves and lay a big hurt, or those than try to stay untouched and trigger their ability three times per game. I think both are good, in the right build.
  12. I've found success with a variant of a build I saw did well at a tournament, which had QD, Omega Leader, and Tomax. My variant is this: Quickdraw: Draw their Fire, FCS, Homing Missiles, PA, LWF Deathfire: Homing Missiles, EM, Cluster Mines, LRS Backdraft: VI, FCS, Primed Thrusters Works great because EVERYONE hates Deathfire, and want to PS kill him, which is really hard with Quickdraw sucking up the crits. Also, Bombers hate crits, so makes the opening approach alot less scary for them, especially on the second turn when Deathfire can do Deathfire things and drop Clusters right in the path of the enemy. If my Homing Missile hits and my clusters hit, I generally find that I've traded Deathfire for some crucial ship in their list, and then my two SFs arc dodge and finish what's left.
  13. I feel sad for the A-Wings because I think they would have been very differently nowadays with all the designers have learned. In the fluff, the A-Wings have maneuverable turrets that are extremely accurate if locked onto a particular target (but don't do much damage) AND can swivel to shoot above, below, or behind. In light of this, I would love to see the A-Wing get an Auxiliary Firing arc that needed a Target lock to fire in the rear, and something like TLT in the sense that they throw alot of dice but can only ever deal 1 damage, or something like that, to make them cheap little gnats that slowly grind your health down. That would make them unique. As it is, the A-Wings are already quite pushed out by the Protectorate (just a hair more expensive, basically same health) or the Interceptor (which now is long in the tooth as well). I love the A-Wings, but they are just too expensive for that measly 2 die primary. I would love to see a new A-Wing that had some tricks up it's sleeve, like they've done with the recent releases.
  14. I agree 100% , but also agree that since there are so many cannons in the game, and that all of them would be either nerfed/buffed by becoming essentially primary weapons, it probably would have too much side effects. With the turrets, however, there is only 1 that fits the rule at this point, and we know it needs a slight nerf (really, costing it to 7 would probably be enough, as that would kill off quad TLT with UA, as they would lose their UA, which is a big loss for that squad) but since FFG will NEVER change prices (PLEASE change Rhymer to 23, PLEASE!) the soft nerf of the extra die are range 3 for turret secondaries I think would solve it, and they can just account for it in the future if they make any more Range 2-3 turrets.
  15. As I was thinking about this, X-Wing's with this card (both T-65 and T-70) shouldn't be the only ones limited to this type of upgrade. I think the designers need to add a third category of 'for all ships' upgrade, called Tactics (to go along with Titles and Modification). This would allow for cool, Dual cards to be given to different classes of ships to add to the richness of that particular ship. The designers have been sort of doing this with titles recently, like with the SF and the Arc, but those are borderline enough, and aren't dual cards, that I think a new category could be warranted. That way, if you did my fix, even Poe with Black One could still use it, which would be cool. Other ships could get in the game too, with getting a generic Tactics card like Expose to finally be useful (Side 1, +1 Att, -1 AGI, Side 2, +1 AGI, -1 Att, no action, just flip at the end phase). This could add a cool, rich dimension to the game that I think is more interesting than Conditions, and would appeal to the fan base much more. Other options would be things like 'Power to Shields!", flip side "Power to Engines!", or things like that. I think it is a rich area that would allow FFG designers more design space that fits the game, and could help fix older ships, without the need for veteran packs. Just release a new tactic tailor made for a specific ship class.