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TBot

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Posts posted by TBot


  1. I agree you probably dont want more than 1 afterburners in a list. But as i mentioned it would be nice to have 2 copies so that when friends come over and use my material, both sides have access to it. And yes i could just print or proxy. But ffg has seemed to have at least 2 copies of everything between the core and conversions. Just not afterburners which is a bummer since its quite a powerful card.


  2. I have heard people complaining that there are too few sources of afterburners (much like 1.0 autothrusters). And I agree. Its really annoying that ill only have 1 copy after buying a core and all the conversion kits. As I usually supply all gaming material when friends come over.

    But where else can you get afterburners? The fang pack. Which can not use them...Whats up with that?

    That being said, still pumped for 2.0. FFG have made a lot of great decisions.


  3. Which I6 seems the best right now for their points?

    Rebels:

    Wedge Antilles (52)

    - I love Wedge I think he is a great value. He is going to be my Vader/Fenn hunter. Im going to run him with afterburners, predator, proton torps and a bid.

    Fenn Rau (52)

    I hate this ship. I6 coordinate plus Fenns ability just seems like NPE all around

    Han Solo (92)

    -Its really hard for me to figure out if big turrets are any good anymore. I need to get some table time with them. It really gonna depend how often you are rotating your arc instead of other actions.

    Empire:

    Darth Vader (70)

    -The guy is boss. He is going to be everywhere. For some reason i dont see myself flying him too much. I wish supernatural reflexes didnt exhist. Kind of feels like easy mode a kin to Luke Gunner. 

    Ace of Legend: Soontir Fel (52)

    - Loooove this pilot. Slap on the predator and zooooom around. Fantastic for the end game. If he pops before then oh well hes pretty cheap 

    Scum:

    Dengar (64)

    -Unsure. See han comment above.

    Han Solo (54)

    -Unsure. See han comment above. Also this guy has some serious potential. Only 2 native reds but can  get to 6 when the stars align with range 1 bonus, trickshot, title, pilot ability.

    Fenn Rau (68)

    -Ive seen and heard lots of concern about Fens five dice in second edition. The concern is justified but i think id rather run up against Fenn than vader. With no afterburners, no supernatural, no force charges I feel like he will be not too hard to take down especially if u can catch him in range 2 or 3 with a proton torp.

     

    Anyways for thos of you who have some 2.0 table time how are these guys performing? How are the large base turrets doing?


  4. 12 hours ago, wurms said:

    Yes, will be good.

    I went with Echo cause she is harder to pin down.

    Nice, we are on the same page. Its a tough choice between whisper and echo. I would want echo in the early game for being squirelly. But i think whisper is better in the late game due to her ability and initiative5.


  5. 200 Points:

    Whisper(52) + Sloane (10)

    6x Academy tie fighters (23)

    Will this list be decent? Obviously your opponent wants to kill Whisper first so they dont suffer 2 stress. But you can just run with whisper which should be fairly easy with the decloak and I5. Or you can stay cloaked and evade and hope your greens hold up. You can also engage early with whisper as long as its 1v1 and then decide to run once she gets injured.

    I really like sloane because it discourages your opponent from using linked actions and red maneuvers. It really creates a win/win situation for you. Also range 3 is pretty big so it shouldnt be too hard to stay close enough to the swarm.

    The reason i think im gonna try this list over the other tie swarm thats all the buzz (Iden, Howlrunner + 4-5 more ties) is that I love that they are all I1. It seems daunting to try and fly a swarm in formation that is a mix of I5, I4 & I1.


  6. 2 hours ago, theBitterFig said:

    That said, if I was running 4 X-Wings with 3x Torpedos, I'd just run 4 Red Vets, three with Proton Torpedoes, one without.  Init 3 squad with 1 point bid.  Getting that extra Init in there seems worth it.  If I was dead-set on Ion Control, I'd probably go 2x Blue Escort with Proton Torpedoes (50 each), 2x Grey Squadron Bombers with Proton Torpedoes and Ion Cannon Turrets (47 each), and some wiggle room.

    Actually... you could get 4x Gold Squadron Vets with ICT and Proton Torps, with a 4 point bid.  That's not too bad for a Torpedo Swarm.

    Ooo ya never thought of red vets. If your specifically trying to counter marauders thats the ticket.


  7. 1 hour ago, ClassicalMoser said:

    I’m certain it’ll get a rework. My guess is it won’t go under shields, but otherwise it might stay the same.

    Dark Force Idea:

    Mind Probe:

    While attacking, before you deal damage, you may choose to deal the same number of stress tokens instead of damage.

    20 points.

    Edit: actually please no. That would be so broken against large 


  8. 56 minutes ago, HammerGibbens said:

    What if you could "Show" your opponent the "Dark Side," and you like, I dunno, pick a crit from the damage deck and just hand it to one of their ships face-up, UNDER the shields. Or is that too crazy?

    Ooof. WORST CARD EVER. At least it is not in the game at launch.


  9. 1 hour ago, Scum4Life said:

     Target a ship range 1-3, Spend a force token. Target ship must suffer one stress, or one damage and you suffer one stress instead.

    Spend a force to remove all focus tokens from a target ship R1-2 at the end of activation?

    Nice but what would u name them?


  10. On Mauls crew card it says you can equip "dark side" upgrades. What do we think these will be? Im thinking they must be in the force slot and must be imperial/FO only (also scum scum when Maul is present). Im excited to see what evil effects FFG is going to cook up. Also excited to see how they can make vader even more potent.

    Looking through wikipedia there are a lot of cool dark side abilities that could have interesting gameplay implications like force lightning, force choke, thought bombs(users can animate an object to destroy force sensative users nearby), & force phantoms. 

    So my stab at a dark side upgrade will be Force Phantom.

    At the start of setup, when placing the ship with Force Phatom on the map, place 2 ships instead of 1. Secretly denote which ship is the actual ship and which one is the phantom (Im not sure how to do this at the moment). When the phantom ship is hit by an attack, bumps or is bumped by another ship, or hits an obstacle it is removed from the board. When this ship does damage on an attack, cancel all dice results and no damage is done.

    This would create some crazy mind games where your opponent is trying to figure out which ship is the phantom and which is the real one. On offence you could be really hoping for a blank out or hoping that they use their evade token ;) so your phantom is not revealed quite yet.

    Anyways what are your guys ideas for dark side upgrades.


  11. 4 hours ago, piznit said:

    Not gonna lie that squad sound like it needs a Moldy Crow Jan Ors with Informant Crew.  Helps to see where someone is moving, and adds a die to Wedge or Arvel when you land a sweet shot :)

    Sold! Thats the one!


  12. I cant wait to lay some sick blocks when 2.0 drops and starve my oponents of actions. I've been pondering who my go to blockers will be. Will it be the beast I1 Sunny Bounder? Will it be the classic I1 tie fighter? Not likely.

    I can't get away from I3 Arvel Crynyd. At a mere 39 points with intimidation, he can dial in a 5 straight, take a targetlock action and link to a boost. Hopefully landing him right where Soontir plans to go. He is then able to shoot soontir with a modded range 1 shot while soontir only gets 2 green dice and can not shoot back. Thats just good fun.

    But why stop at 1 blocker? How about 2? So who else in the rebel squad is an efficient blocker? How about I3 sabine in the tie fighter for 28 points. She can do a pre maneuver boost->5 straight->barrell roll with no stress! Good luck seeing that block coming Dash Rendar!

    Is 2 blockers too many? What if your opponent brings all low initiative ships? Well now your blockers become arch dodgers! Also one of the coolest new features of Arvel is that he can now boost into other ships. So he is happy to face low Initiative or high initiative ships.

    The only thing that worries me is supernatural reflexes vador who is pretty much unblockable. Which is why ill also bring a bid and 60 point afterburner I6 Wedge to deal with the dark lord.

    Rebel Blockade (In Progress):

    Sabine(28)

    Arvel(36), intimidation(3)

    Wedge(52), afterburners(8)

    Thats 127 points leaving 73 to add another ship and put an upgrade or two on wedge and keep a 2-4 point bid for opposing I6s. So what would you add? Or do you disagree with everything in this list? Personally i feel like all three of these pilots are priced very competetively and will be if nothing else, very fun to fly.

     

     


  13. 5 minutes ago, Darth Meanie said:

    My biggest peeve is that you can't play 1 and 2 together at all because of the compression.  Or port over missing pilots one way or the other.

    It would have been very nice to play 1.0 Imps vs. 2.0 Republic.  Or tossed a missing 1.0 pilot into a 2.0 list.  It would probably have worked fine without the PS/Init change.

    And as an Epic player who does own that many ships, I read stuff like this and just think "Wait, why did I spend so much money on this game?"

    Between this and conversion kits, I sometimes feel like FFG is helping the customers the most who spent the least.

    I feel bad for ya. Heres to hoping they throw some extra generic cardboard in with the EPIC conversion kits. Cheers


  14. I love having swarms of ships with all the same PS. It is very handy being able to choose which ship goes first and it is just easier on the brain especially when playing Epic. With a limited collection (I dont own 8 Zs,  ties, or sycks) it is hard to swarm because I have to use swarms of A wings/ Z's, tie fighters/tie advanced, Sycks/Z's. I love how 2.0 makes this easier. For example:

    IMPERIAL: In 1.0 i had to bump the tie fighters and the tie advanced up to ps 4 which was way too expensive. In 2.0 we just bump up the acadamies to Obsidians for 1 point and boom our mixed swarm is all at I2. (Granted without accuracy corrector low PS Tie advanced are not worth using at the moment)

    SCUM: In 1.0 you couldnt fly Zs and Sycks at the same PS due to their odds and evens PSs :( . In 2.0 youre free to fly both at I1 :)

    Rebel: In 1.0 you couldnt fly Z's and A's at the same PS due to odd and even PS's :(. In 2.0 youre free to fly both at I1 :)

    Now lets look at a fun list I quickly made:

    Four Friends I4Ever (200):

    I4 Dutch (59) - Veteran Turret Gunner, ICT, Hull Upgrade

    I4 Ten Numb (60) - HLC, FCS, Hull Upgrade

    I4 Jake (43) - Homing Missles

    I4 Lt. Blount (38) - Homing Missles, Hull Upgrade

     

    Now if FFG would just release an EPT to bump Howlrunner and Iden to a lower Initiative to match their tie buddies...


  15. 5 hours ago, ficklegreendice said:

    Personally doubt it, not enough punch. Got some health, but not enough to give a swarm much pause

    If I we're going all in on Ys, it'd be with ICT Vet Gunners. Less health, far more firepower

    Especially if you go scum for Drea (expert handling, cloaking to keep her alive since she doesn't need to fly in formation), which lands you 3 hired guns with ICT and vet Gunners 

    If you do two Guns and a Goon, Drea can get r4 + gunner Han 

     

     

    Drea looks fun. It might be hard to keep her arc on targets. Either way i dont want 5 turret Ys to be good. I was just curious. I was surprised we could fit 5


  16. Gray Squadron Bomber with Ion Cannon Turret is 38 points x 5 is 190 points.

     

    10 points left for 3 seismic charges or 2 proton bombs.

     

    Is this any good? Its got 40 health. Lots of board contol with ions and bombs. Can let loose 4 dice attacks at range 1. The hardest part will be keeping your turret on target but with 5 of them if flown well it could be good i think.

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