Jump to content

Toph

Members
  • Content Count

    106
  • Joined

  • Last visited


Reputation Activity

  1. Like
    Toph got a reaction from StriderZessei in Squadron save the moustache   
    You could replace one of Kanan's recon specialists with Rey also. It will let you get the 3 focuses when you need to, and give you a bit more defense from being blocked. 
  2. Like
    Toph got a reaction from ObiWonka in Rebel Aces revive   
    I would fly something a bit more like this
    Wes Janson — X-Wing 29 Adaptability 0 Targeting Astromech 2 Integrated Astromech 0 Ship Total: 31     Wedge Antilles — X-Wing 29 Push the Limit 3 BB-8 2 Integrated Astromech 0 Ship Total: 34     Horton Salm — Y-Wing 25 Twin Laser Turret 6 R2-D6 1 Adaptability 0 Vectored Thrusters 2 Ship Total: 34  
    By giving up PS 10 for PS9, you save enough points to change Wedge to BB-8 and PTL, which is a combo I really like. You do loose the regen, but I've found X-wings die far too quickly to add the extra points for R2-D2. Everything else is exactly the same
  3. Like
    Toph got a reaction from StriderZessei in What happened to Squadron Benchmark   
    I just wanted to say thank you for all the work you are putting into the squad benchmark. After just a couple short games I've noticed a massive improvement over the original version.
  4. Like
    Toph reacted to DeathstarII in Squadron save the moustache   
    So i tested this (with a couple changes that were suggested here) yesterday against squadron y.u.b. Using an AI for this squadron, save the mustache got massacred, Biggs died first combat round, then kanan got lit up, and then Rex found out why TIEs are flying coffins, the hard way. I didn't need to pull out a single damage card for y.u.b. And the y-wing still had a shield left
    all in all, it was brutal
    however 
  5. Like
    Toph got a reaction from Karhedron in Squadron save the moustache   
    You could replace one of Kanan's recon specialists with Rey also. It will let you get the 3 focuses when you need to, and give you a bit more defense from being blocked. 
  6. Like
    Toph reacted to Ynot in What happened to Squadron Benchmark   
    For those of you itching to get going, you can try this out.  I think I have the title issue resolved.  What this means is that if a title adds something, it is actually added to the build.
     
    Please remember that I will be travelling tonight as we are playing in our local regionals tomorrow so I won't be able to make any changes till after that.  I am starting to be able to follow the code a bit.
     
    https://ynot6517.github.io/bench/#
     
    There is a lot, I mean a lot of work to still go but at least this fixes one of the glaring issues with it and makes it somewhat more playable.
     
    I'll have to setup some sort of blog/forum where things can be reported.
     
    I've slightly changed the name so folks don't get confused with the original app in case he decides to come back to it some day.
     
    I also added commonwealth defenders and a variant of triple defenders to the Top 10 builds.  Lots more to go but this is at least a start.
  7. Like
    Toph got a reaction from Dansolo in Squad help for a beginner   
    If you are looking for things to avoid, I would recommend avoiding missiles and torpedoes early on. Contrary to popular belief, they can work, but you need to both build your squad for it, and then use them at the right time. Also, it can be extremely frustrating for new players (and veterans) when all that planning and points go down the drain thanks to a bad dice roll.
  8. Like
    Toph reacted to despotic in Tie Striker/Good or Bad?   
    I pretty much agree with BleakSquadron. Pure Sabacc is hard to ignore and Duchess is very unpredictable. Countdown just doesn't have the right combination of PS and pilot ability. If he were PS8 or 9 with an EPT he would be amazing, but alas, he isn't.
    Here's how I like to run my Strikers:
    Duchess + Adaptive Ailerons + VI + Engine Upgrade (28 pts) - aka the Space Taxi. Pretty expensive (perhaps too much so), but with PS10 and crazy repositioning, your opponent will never quite know where this one will end up, except if you encounter turrets or fail to dodge those arcs once, in which case you're pretty much gone with the ship being made of toilet paper soaked in gasoline. It's definitely important to prevent your opponent from shooting at you, even at the cost of your own attack.
    Duchess + Adaptive Ailerons + VI + Lightweight Frame (26 pts) - Not quite as crazy with the movement, but a bit harder to kill and cheaper too. Same principle.
    Pure Sabacc + Adaptive Ailerons + VI + Lightweight Frame (25 pts) - "Shoot me first or ignore at your peril". Draws fire for one turn, two if you're lucky, good performance/price ratio. Not bad for dodging but will melt against turrets or guys/gals with PS8+initiative or PS9+. He can be used to mess up your opponent's position if you're cunning with your own positioning, especially if your opponent overreacts to his presence. I like placing him on the side, a good distance away from the rest of my squad, to provoke this reaction. Lone Wolf works with this setup as well, according to taste.
    Countdown + Adaptive Ailerons + Stealth Device (23 pts) - Very risky, but as long as you avoid being shot at more than once per turn, it pays for the points spent. LWF is OK too, but SD makes more sense if you're confident in your prediction abilities. That said, the PS makes it hard to use.
    I don't consider the generics to be any good. Like the TIE Interceptor, this ship needs to be avoiding enemy shots, not trying to block enemies in their face.
    Overall, I'd say the TIE Striker is a good ship but it's quite skill dependent as well as dependent on what your opponent brings.
  9. Like
    Toph got a reaction from BleakSquadron in Tie Striker/Good or Bad?   
    I really like that second list, I only have one striker but I might need more just to try that out
     
  10. Like
    Toph got a reaction from JSwindy in Defender/Striker any advice welcome   
    I was wondering if anybody had any advice for how to modify, fly, or fly against this list:
     
    Tie Defender- Countess Ryad (35)
    Swarm Leader Tie/x7 Tie Striker- Pure Sabacc (26)
    Lone Wolf Adaptive Ailerons Lightweight Frame Tie Fighter- Night Beast (15)
    Tie Fighter- Academy Pilot x2 (24)
     
    My basic thought was that Sabacc could flank around the outside while Ryad and the Ties charged straight at the enemy. Between Sabacc and the Swarm leader I have two massive cannons, combined with a couple academy pilots for blocking. Swarm Leader gives the blocking or hurt Ties a way to not waste their evade action if they don't end up needing it. Originally I had Swarm Leader on the Striker (duchess then) but I found that the striker really didn't want to fly alongside anything else, it wanted room to roam free. Please feel free to critique or offer any advice on this list!
  11. Like
    Toph got a reaction from JSwindy in Squad help for a beginner   
    If you are looking for things to avoid, I would recommend avoiding missiles and torpedoes early on. Contrary to popular belief, they can work, but you need to both build your squad for it, and then use them at the right time. Also, it can be extremely frustrating for new players (and veterans) when all that planning and points go down the drain thanks to a bad dice roll.
  12. Like
    Toph reacted to DeathstarII in Squadron save the moustache   
    Alright, i just had r4-d6 since some people love to put Death Star cannons where their ship's guns should be
     
  13. Like
    Toph got a reaction from Opsmason in Defender/Striker any advice welcome   
    I was wondering if anybody had any advice for how to modify, fly, or fly against this list:
     
    Tie Defender- Countess Ryad (35)
    Swarm Leader Tie/x7 Tie Striker- Pure Sabacc (26)
    Lone Wolf Adaptive Ailerons Lightweight Frame Tie Fighter- Night Beast (15)
    Tie Fighter- Academy Pilot x2 (24)
     
    My basic thought was that Sabacc could flank around the outside while Ryad and the Ties charged straight at the enemy. Between Sabacc and the Swarm leader I have two massive cannons, combined with a couple academy pilots for blocking. Swarm Leader gives the blocking or hurt Ties a way to not waste their evade action if they don't end up needing it. Originally I had Swarm Leader on the Striker (duchess then) but I found that the striker really didn't want to fly alongside anything else, it wanted room to roam free. Please feel free to critique or offer any advice on this list!
  14. Like
    Toph reacted to CBMarkham in Scum Gonna Give It To Ya   
    I'm sorry, but the judges say "no". To be awarded points you must phrase your critique in the form of helpfulness.
  15. Like
    Toph reacted to Javelin in Bumper Cars - 4 U-Wing spam   
    U-Wing: Blue Squadron Pathfinder (23)
         Anti Pursuit Laser (2)
         Pivot wing (0)

    U-Wing: Blue Squadron Pathfinder (23)
         Anti Pursuit Laser (2)
         Pivot wing (0)

    U-Wing: Blue Squadron Pathfinder (23)
         Anti Pursuit Laser (2)
         Pivot wing (0)

    U-Wing: Blue Squadron Pathfinder (23)
         Anti Pursuit Laser (2)
         Pivot wing (0)

    -- TOTAL ------- 100p. --
     
    Four large base ships with 3 natural attack that will try to get you to bump one of them every turn just to pop you with the anti-pursuit lasers.  Leave the wings in attack mode for the extra green die and use the U-Wing's superior dial to cause havoc to the enemies movement plans.
    Or alternatively, take four seismic torpedoes and rake down the asteroid field for fun and games. 
  16. Like
    Toph reacted to Kreen in Punisher with the best wingmates....don't laugh; a little help??   
    When I fly punishers, I tend to use Redline as follows:
    TIE Punisher: · "Redline" (27)
         Extra Munitions (2)
         Cluster Missiles (4)
         Fire Control System (2)
         Guidance Chips (0)
    TIE Advanced: · Darth Vader (29)
         Engine Upgrade (4)
         TIE/x1 (0)
         Advanced Targeting Computer (1)
    TIE/fo Fighter: · "Omega Leader" (21)
         Juke (2)
         Comm Relay (3)
    -- TOTAL ------- 95p. --
     
    If you set up alongside two endgame aces, they won't want to kill Redline as cast as possible.
    If they don't kill him, he hammers them hard. You have 5pts of ordinance or init bid, that I hope you can fill with what you like. While it doesn't give you a bomber Punisher, I believe that it does give you a dangerous list.
  17. Like
    Toph got a reaction from Xavi17 in Hammer & Anvil   
    By forcing enemies to shoot at Biggs, and not Keyan, you are ensuring he isn't even shot at for at least one extra turn possibly two. By that point the massive gun has done its work and enemy ships are dead. Meanwhile the arc/y-wing has stressed at least a couple of the enemy ships, making it harder for them to organize a solid attack run on Keyan. All these things together contribute to keeping Keyan alive for an extra 2-3 shots. Bearing in mind that those attack are all 4+ dice and have both a focus and a target lock...
  18. Like
    Toph got a reaction from Zorprime in Hammer & Anvil   
    Kill Keyan first... that's it. Throw every stinking ship straight into range one and try to remove it before it can shoot twice. Evaluate from there.
    With that in mind I would recommend replacing the y-wing with Biggs and Wes with Braylen Stramm
    B-Wing:  Keyan Farlander (29)
         Opportunist (4)
         Heavy Laser Cannon (7)
         Fire Control System (2)
    Arc-170: Braylen Stramm
           Gunner (5)
            R3-A2 (2)
            Alliance overhaul (0)
    X Wing: Biggs Darklighter
          R4-D6(1)
          Integrated Astromech (0)
     
    I also might replace the fire control system with vectored thrusters on stramm. I like barrel roll
  19. Like
    Toph got a reaction from Moneyinvolved in Horton with expertise   
    I would replace the twin laser turret with an autoblaster turret to discourage people from diving into range one, as well as to be cheaper
×
×
  • Create New...