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TBot

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Posts posted by TBot


  1. 8 minutes ago, JamesWG said:

     

     

     

    I just went through the BoLS unboxing videos and no Afterburners in any of the conversion kits.  And only one copy in Core. 

    They are not even in the baggie of "extras" in the scum kit that includes cards from the Slave I and Fang packs not otherwise included in the conversion kit.  I guess with the justification that its in Core.  Though it means the article is less than honest when it says "All of the ship and upgrade cards included in the Fang Fighter Expansion Pack can also be found in the Scum and Villainy Conversion Kit."

    And based on that precedent if the card comes with a ship in a future wave, like the A-Wing or Tie Interceptor, it won't be in the associated "card only" pack.  You'll need to buy the ship to get it.

    This makes me sad. I hope you are wrong. Its a great card for aces. Especially vader.


  2. I agree boost -> Lock or barrel -> lock is good.

    I just dont see myself using it very often as i will already have a lock from LRS or i wont be able to do it because im range 1.

    I just hope they dont overprice the E wing due to having the LRS and having the linked action because together they arent very synergistic.


  3. Hopefully im wrong but i dont see myself using the linked action (Barrel Roll -> Lock / Boost -> Lock) very often. You are going to take the long range scan on turn 1. So on the first engagement you are only gonna do 1 action because you already have the lock. Unlike the tie punisher that can Boost -> Lock which should be handy. 

    Also since you can not lock at range 1 it is even more unlikely that you will use this linked action.

    Thoughts?

    Edit: on second thought balance wise maybe it is for the best. A reposition plus a linked focus plus the lock from round one and suddenly we are back to 1.0 shenanigans.


  4. -2 generic xwings, AP5 and Corran

    -Iden, Howlrunner and 5 academy ties

    -2 generic x, generic hwk with perceptive copilot, moldy crow ion cannon turret, generic y wing with ion cannon turret, seismic charge

    -Soontir with optomized prototype, OGP with Krennec, 3 academy ties

    -Boba & Moralo with docked Z


  5. So is it safe to say there is only one pilot card and cardboard of each pilot? So to run 4 Initiative 2 B Wings when you already own the plastic for 4 B wings, you need to buy 4 conversion kits or 1 conversion kit and 3 more 2.0 bwing blisters?


  6. A sloane swarm sounds fun but the correct counterplay would be to ignore the ties and kill sloane first. Much like you would do with 2 x7 defenders and palpshuttle. The problem with replacing howlrunner with Sloane, is if they go for sloane first you will get no rerolls ever and no benefit for from sloane.


  7. Cant wait to fly Iden Versio and HowlRunner with 4 tie fighters Im dying to know what upgrades i can slap on them or what other named ties would go wiith them.


  8. 3 hours ago, SirCormac said:

    So the other night, using some of the pre-built 200 point squads (we assume) from various videos of 2.0, I played two games last night (with a new damage deck, and all the rules we know). Both games were Vader and 4 TIEs vs. Boba Fett and 2 Fang Fighters. Besides the fact that I think generic Fangs are great (that boost or barrel into a red focus is nice), here are my thoughts on Vader.

    To sum it up, before I go into detail, I believe Vader is best described as...balanced. He is better than his current incarnation in some ways, and worse in other ways. Here are the points.

    Pros:

    1. Force - With 3 Force on him (as pseudo-focuses), Vader kind of has three actions banked until he needs them. This is pretty nice, and means he can k-turn or T-roll without a huge loss to his action efficiency, which is very nice. The force power they gave him (sense) I don't think makes sense on him and doesn't really help him, but maybe there is another one which we don't know yet which will work well on him.

    2. Dial - The 2-banks being blue, plus the white-1 forward are very nice (as well as the t-rolls), but I have been saying for years that he needed a 1-turn, which they didn't give him. The dial is unarguably better than what it was, but not quite what I was hoping for.

    Cons:

    1. Actions - I know it sounds weird on a Vader that can theoretically chain actions to say there's a problem here, but there really is (imho). New Vader only has reliable access to three actions: Focus, BR, TL. That's it, and natively, the BR is already chained to the Focus. So I found myself on many turns with Vader (since I already had the TL up), simply 'turning' the red BR white, essentially, as I would Focus and BR. And if you don't need to BR, on many turns, you'll find yourself with 'nothing to do' with Vader other than Focus. He reeeeeaaaallllyyy misses the Boost and the Evade, which leads us to the next point.

    2. Squishier - Without Evade and only access to a very limited Boost, Vader is much more squishy than before, and can't really rely on new Palp either. This makes new Vader feel very squishy, as he has no way to deal with a bad roll. He just takes it. He never had autothrusters, but now without the evade...Ouch.

     

    In Conclusion, this Vader build they gave us might not be optimal (I doubt it is), but my conclusion is Vader is balanced. He's not OP, from what I can tell. And to tell you the truth, since Advanced don't want to use their TL anyways, most other Advanced Pilots will have similar action economy to Vader (if you accept getting stressed). When all of this comes out, I may consider playing a lower PS Advanced, if they cost alot cheaper. Will be interesting to see it all play out.

    Good write up. I did the same thing. I Agree with your point that vader is squishy if he rolls blanks. But so was luke and wedge and all the tie fighters. It made for a fast and intense game. I quite liked it. 

    In my opinion 1.0 suffered from hyper defense. (Which lead to hyper offence) It was very disheartening to send 4 hits to a ship and them take no damage. I very much like that Vader cant just token stack and shake off a big hit. The best way to avoid damage in 2.0...? STAY OUT OF ENEMY ARCHs


  9. Cant argue with you there. There are some baloni OP cards and ships. However i am really enjoying the reasonable ships and cards that came with the new wave. Everything in the silencer pack is fun and balanced. flight assist astromech is a tremendous 1 point card. Its getting my 4 xwing lists on the table winning games. As long as you have friends that can agree that some cards are BS and a complete NPE you can have a really good time.

    We never used Biggs ever as a gaming group. Neither Kylo crew or kylo pilot Upsilon. We had HLC Dash on the board once before we decided he was a no go. Trajectory simulator? No thanks. The list goes on. All hail the fun and resonable cards/ships!


  10. Blackout: title, autos, trickshot, adv sensors, adv optics.

    It seriously forces u into a ridiculous playstyle. (Fly straight at the asteroids) And if you play it well you will be rolling 4+ die on offence and defence everytime. More dice more fun! Love this ship! And the defender loses 2 green die. One of the funnest ships designed recently IMO. No bombs, no turrets, no missles, no problems.


  11. 6 hours ago, Pooleman said:

    Here is another variant I’m working on. 

     

    Twin Resistance Bomber (2) (100)

     

    "Crimson Specialist" — B/SF-17 Bomber 27
    Trajectory Simulator 1
    Bomblet Generator 3
    Sensor Cluster 2
    Crossfire Formation 2
    Ship Total: 35
       
    Crimson Squadron Pilot — B/SF-17 Bomber 25
    Trajectory Simulator 1
    Ordnance Silos 2
    Seismic Charges 2
    Sensor Cluster 2
    Crossfire Formation 2
    Ship Total: 34
       
    Thane Kyrell — ARC-170 26
    Sabine Wren 2
    R5-P9 3
    Alliance Overhaul 0
    Ship Total: 31
     

    I dont understand sensor cluster and crossfire formation. They cant both be used. Shouldnt you spend those points on deflective plating?

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