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garciaj113

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  1. Like
    garciaj113 got a reaction from Manchu in Unit Comparison   
    Thanks @Manchu for the point cost and @Bernh for the %'s, also interesting stuff about the guns I did not know that
  2. Like
    garciaj113 reacted to Ghostofman in Unit Comparison   
    IIRC the controlling player chooses the casualties. Usually in games like this there's units and weapons with Special rules that override that kind of this, so like maybe a sniper unit will be able pick their Targets or something.
    Typically in games like this only the model with the weapon benefits. Suspect this will be clarified in the full rulebook, but the fact that so far I think all Special weapons use different dice would be an indicator..
  3. Like
    garciaj113 reacted to Darth Meanie in Why are generics so bad   
    And even in Epic, where generics do actually fair better, the last 2 points are still significant disadvantages.
    It's been said a million times, but this game needs same-ship synergy for generics, ergo a squadron mechanic.
  4. Like
    garciaj113 reacted to Test Pilot in Why are generics so bad   
    Generics are in a rough spot and have been for a while with a few nitch exceptions.  The game left them in the dust for a lot of different reasons. The biggest I think are:
    1. Action efficiency/comboing is a much larger part of the game.  Remember the satisfaction of spending 2 turns jockeying and risking position so you could get that money 3 dice TL+focus shot?  That was once considered amazing!  Now it's arguably subpar... Named pilots with abilities and tools leveraging consistancy or multiple attacks (consistency via more red) tend to be the best bang-for-your-buck and seriously outclass their frame's generics.  Generics are left to the mercy of dice variance.  
    2. Blocking doesn't matter nearly as much anymore (see: combo-wing).
    3. Red dice creep paired with more accessible modification.  Used to be an Academy pilot at range 3 could weather the fire from 2-3 ships and probably still return fire.  I think the Zuckuss wave was the tipping point here. Even though he was nerfed there were/are too many tools out there now to counter range and single-modded greens.
    4. Named ships nowadays are more aggressively costed to make them more appealing each wave.  Why would you even consider a PS3 phantom vs Pure Sabacc for the exact same point value?  
    5. Often generics don't have the reactive repositioning options of big league named pilots.  Makes it a lot harder to dodge arcs or bubbles than their high PS counterparts.
    I don't really feel that leaving generics behind has been healthy for the game.  I really enjoyed and embraced the varience of dice in the early era of X-Wing.  It's a large part of why this game has been less and less appealing to me since wave 8.
  5. Like
    garciaj113 got a reaction from Smutpedler in Faq ''leak''   
    @hargleblarg
    crackshot: I'll give u this, as crackshot swarms sorta work and works with Tomakz really well 
    adapitility: replacement for VI when u do not have the points, essentially the same thing as VI but with the increasing PS wars ur gonna need VI
    expertise: once again I'll give u tht one still the only ships I see running it r Dengar or Rey
    Juke: only viable on Omega Leader, possibly Vader, x7 defenders (but I haven't seen them in forever)
    stay on target: ...tht is not a usable EPT
    Lone Wolf: really only works on Dash, I do not see it being good anywhere else. Maybe in other 2 ship lists? 
    Deadeye: ever since Deadeye scouts was nerfed this card is just not good or relevant, Deadeye scurrgs? Deadeye imp bombers? It doesn't exist.
    Draw their fire, Selflessness: only useful in tht one Biggs list tht we all know is gonna get nerfed
    expert handling: compete waste of 2pts
    snap shot: was only useful on snapshot, juke A-wing, a fun list but not an effective one
    swarm leader: great in theory but is impossible to pull off
    basically u are right on crackshot and expertise I concede tht much
  6. Like
    garciaj113 got a reaction from Smutpedler in Faq ''leak''   
    @haslo
    I can't wait for the only playable ept to be push the limit or VI and the only modification engine, autothrusters or guidance chips. Man I love having so many useless cards that are unplayable.
  7. Like
    garciaj113 got a reaction from Smutpedler in Faq ''leak''   
    Well what if instead of nerfing everything and making more cards unplayable, buff cards so we could see more variety
    Two new cards for the unplayable list:
    Mindlink
    Advanced Slam
  8. Like
    garciaj113 got a reaction from rilesman in Faq ''leak''   
    @haslo
    I can't wait for the only playable ept to be push the limit or VI and the only modification engine, autothrusters or guidance chips. Man I love having so many useless cards that are unplayable.
  9. Like
    garciaj113 got a reaction from StriderZessei in Faq ''leak''   
    Well what if instead of nerfing everything and making more cards unplayable, buff cards so we could see more variety
    Two new cards for the unplayable list:
    Mindlink
    Advanced Slam
  10. Like
    garciaj113 got a reaction from Dengar5 in Faq ''leak''   
    Well what if instead of nerfing everything and making more cards unplayable, buff cards so we could see more variety
    Two new cards for the unplayable list:
    Mindlink
    Advanced Slam
  11. Like
    garciaj113 got a reaction from DanZer0 in Faq ''leak''   
    Well what if instead of nerfing everything and making more cards unplayable, buff cards so we could see more variety
    Two new cards for the unplayable list:
    Mindlink
    Advanced Slam
  12. Like
    garciaj113 reacted to Jehan Menasis in Faq ''leak''   
    For God's sake, Dear FFG, just release a pack with errataed cards.
    I'm seriously beginning to lose track of changes. I'd prefer not having to devote a night of monkish study prior to each tournament.
  13. Like
    garciaj113 reacted to Kdubb in Faq ''leak''   
    Nope, they won't do it. They said as much in their gamasutra interview. Asked them straight up why they don't buff more cards. They said it was too clunky and they can just release new cards instead. Made me so sad.
    If they would only realize that the competitive game is waaaaaaay beyond the point where they need to be worried about a cards wording being different than its initial print, we could all enjoy a more balanced game as nerfs and buffs are both made to the needed cards.
     
    But nope. All we get is 90% nerf. Stay dead Saboteur, Graz, Ibtisam, all mid PS generics, all non Carnor or soontir interceptors, Krassis Trelix, Major Rhymer, expose, flight instructor, unkar plutt crew, r3 astromech, most astromechs which don't regen... That's all fine apparently.
  14. Like
    garciaj113 got a reaction from ViscerothSWG in Faq ''leak''   
    Well what if instead of nerfing everything and making more cards unplayable, buff cards so we could see more variety
    Two new cards for the unplayable list:
    Mindlink
    Advanced Slam
  15. Like
    garciaj113 got a reaction from Wiredin in Faq ''leak''   
    @haslo
    I can't wait for the only playable ept to be push the limit or VI and the only modification engine, autothrusters or guidance chips. Man I love having so many useless cards that are unplayable.
  16. Like
    garciaj113 got a reaction from apoapsis in Faq ''leak''   
    @haslo
    I can't wait for the only playable ept to be push the limit or VI and the only modification engine, autothrusters or guidance chips. Man I love having so many useless cards that are unplayable.
  17. Like
    garciaj113 got a reaction from apoapsis in Faq ''leak''   
    Well what if instead of nerfing everything and making more cards unplayable, buff cards so we could see more variety
    Two new cards for the unplayable list:
    Mindlink
    Advanced Slam
  18. Like
    garciaj113 got a reaction from Burius1981 in Faq ''leak''   
    Well what if instead of nerfing everything and making more cards unplayable, buff cards so we could see more variety
    Two new cards for the unplayable list:
    Mindlink
    Advanced Slam
  19. Like
    garciaj113 reacted to Kieransi in Scum Can't Beat Them Join Them   
    Sounds like you're an Imperial Assault player! 
    I really like the idea, but I think I'd make the slight tweak to be that it had to be a Bounty Hunter or another more skilled scum, so the scum ship you include must be a unique pilot with a pilot skill higher than 5. 
  20. Like
    garciaj113 reacted to Marinealver in Outer Rim perspectives on current state of #NERFMETA   
    The Imperials have a "bomber" with SLAM action but I doubt the mouse is letting them release it.
     
    Speaking of which, could we get a cartoon of Mickey destroying or smashing an XG-1 Assault Gunboat? It seems to be the only reason we still don't have it yet.
  21. Like
    garciaj113 got a reaction from MenaceNsobriety in Outer Rim perspectives on current state of #NERFMETA   
    Sabine + slamming is the rebel equivalent to imp arc dodging, I really don't see a problem. In the arc dodging meta u simply lost if u did not have intiative. Dodging someone's arc with a boost + barrel roll is just as easy and slamming onto someone with a bomb
  22. Like
    garciaj113 reacted to Parakitor in Let's Talk Epic   
    No way, I'd keep the X-wings. You'll probably see quite a difference in the maneuverability of the X-wings compared to the slower B-wings during your first game. And I think the 3-dice on the X-wings is really nice. A-wings and Z-95's have a place, but your squad has a strong sense of original trilogy. If I were to change anything, it would be dropping one X-wing and one Y-wing to put a pair of A-wings in, just so you have all of the OT starfighters.
    As an aside, one of the things I like about Epic is that without a meta, you aren't building a squad to stand up to other squads, you are building a squad that works well within itself. To me, squad building in Epic seems to be more active and less reactive. Once you start getting a few games in, you will start to tailor your squads to face things that commonly pop up in your opponents' squads, but it's good to just throw some ships down and see what happens.
  23. Like
    garciaj113 reacted to Parakitor in Let's Talk Epic   
    That really depends. My last Team Epic match, my opponent brought ships more for their pilot ability than their PS, and I brought PS 3 TIE fighters to fly cover for my Raider for no other reason than I had 4 points to spend, and didn't want to make my Raider any more expensive. I'm a little leery of PS 1 in Epic because your opponent can fit a lot of ships equipped with Predator, and that would just ruin your day. But if you have a better use for the points, taking Academy Pilots, Delta Sq. Pilots, etc. is not a bad call. I used to be a proponent of PS 4 generics, but with Roark boosting the CR-90 to PS12, and Decoy Howlrunner boosting the Raider to an 8, I'm not sure it's worth it, unless it opens up Elite upgrade options you'd like to use.
    Here is a simple Rebel Transport build that I like. I mean, I hate it because I primarily play Imperial, and it terrifies me, which means it's good for Rebels.
    GR-75 Medium Transport (30)
    - Bright Hope (5)
    - Automated Protocols (5)
    - Toryn Farr (6)
    - Tibanna Gas Supplies (4)
    TOTAL 50
    It's nothing fancy, but it does a killer job disrupting enemy tactics with Toryn Farr. Are they going for an ordnance-based alpha strike? Strip their target locks. Are they executing evasive maneuvers with focus and evade tokens? Take away their defenses. Bright Hope is there mostly to increase the energy capacity of the GR-75 from 4 to 6. But it has an added benefit of increasing the effectiveness of reinforcing the fore section of the ship. Of course, you're already taking Toryn Farr's action, so you need Automated Protocols to let you Reinforce, too. Tibanna Gas Supplies are there because some of the crits sap your energy, or decrease your ability to regenerate energy, and you want this thing fully powered to the bitter end. Except for Automated Protocols, all of these upgrades come in the Rebel Transport Expansion Pack. Another fun upgrade I might include is Cluster Bombs for an additional 4 points: "After defending, you may discard this card. If you do, each other ship at Range 1 of the defending section rolls 2 attack dice, suffering all damage and critical damage rolled." It's a nice bonus to make your opponent think twice about shooting this ship at close range, and is fun because the GR-75 has very few ways to directly inflict damage on enemy ships.
  24. Like
    garciaj113 reacted to Magnus Grendel in Let's Talk Epic   
    If you're looking for Epic squads for rebels:
    the Bright Hope is a nice battering ram - either Toryn Farr to cripple enemy tokens, or Shield Projector to turn it into a nice 'bunker' (a breach specialist isn't a bad buy here). Lieutenant Blount with XX-23 S-Thread Tracers is worth his weight in gold. He ideally needs Deadeye (because it's easier to generate focus tokens than target locks) and someone to Swarm Tactics him up to a useful pilot skill. Even at PS8 with veteran instincts, he's still pretty easy to kill before he fires. Roark Garnet is a good call if you can fit him in. Equally, Etahn A'Baht is awesome in epic games; essentially handing your entire force mangler cannons. That's more than enough support ships - other than that I'd load out on generic fighters. PS4 is nice if you can afford it, but at the same time, PS2 across the board is likely to save enough points for an extra ship -  something you don't get in 'normal' games.  
  25. Like
    garciaj113 reacted to FTS Gecko in Major Juggler: Please post the Stats on the Jumpmaster 2.0 (Scurrg) quickly   
    Yes please Major Juggler, please confirm eaglet's opinion ASAP, he's already lost one game to it and the sky is falling down
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