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kempokid

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Posts posted by kempokid


  1. 48 minutes ago, Darth Wrath said:

    I would put the PA on SK. You want to really try and avoid stressing Tavson. Option 2, put Collision Detector on Tavson instead of PA.

    Yes, also good advice. Tavson’s ability doesn’t work when he’s stressed. Though I would say collision detector may be going down in value thanks to gas clouds. The consequences of overlapping an obstacle are lower because of them.


  2. 1 hour ago, Cuz05 said:

    Not how R3 and Sync work unfortunately. Sync allows you to acquire a lock, R3 requires an action to activate the 2nd acquisition. 

     I'm looking at Jag with R3 and Sync, with Wolffe, R4-P and Sync, and Anakin with R4-P17, 7B and Sync atm.

    Jag has his ease of lock acquisition, with Anakin and Wolffe potentially not needing their locks, might add up to something.

    Not sure it will dovetail with Plo so well, if he's taking disarm tokens. Passing a lock down an Init chain seems to open it up a bit more. Like you say, on the lower end of things, they're quite likely to spend the lock themselves.

    Needs more actual testing on my part to see if it's worth including at all in this context.

    Ah good catch. Then yeah I'd go with one or the other, not both, like you have above.


  3. On 3/22/2019 at 4:25 AM, Cuz05 said:

    Following this with interest. Been trying to figure out if R3 and Sync Console add any actual usability to each other. Cheap combo if it can work.

     

    It could be nice on an initial engagement if you're carrying torps on the lower initiative ships. But otherwise, these 3-die primary ships want to keep TLs for themselves.

    But I guess you could pass it to another ship, who gets two TLs with R3. Then that ship spends its lock to give the other ship two TLs back with R3. I dunno how effective it is. Probably situational and would be nice if you're rolling nattys and can afford to give over the TL.


  4. 2 hours ago, pakirby said:

    Wolffe is good if you are in close combat with defenders in your front & rear arc if you also have Veteran Tail Gunner.  It allows you to throw 3 dice in your front arc with a re-roll from his ability.  then use VTG to throw 3 dice from the rear arc with his ability as well.  If both defenders are at range 1 in each arc you throw 4 dice from each arc.

    VTG maybe... maybe triggers twice a game if you're lucky. And yes, maybe it is cheaper than 7th fleet gunner with the same number of opportunities but what you're also doing is trading Cody for VTG. Cody triggers every time you shoot and benefits your wingmate who may also have a shot on the defender.

    I think I would take VTG on Wolffe with another list, but handing out a strain at i5 could really shift an engagement against a high agility ship. 

    I suppose you could have the best of both and replace Jag with Wolffe.

    ARC-170 Starfighter - •“Sinker” - 69
        •“Sinker” - Wolfpack Veteran (54)
            R3 Astromech (3)
            Hull Upgrade (3)
            Seventh Fleet Gunner (9)

    ARC-170 Starfighter - •“Wolffe” - 64
        •“Wolffe” - CC-3636 (51)
            Elusive (3)
            R3 Astromech (3)
            Hull Upgrade (3)
            Veteran Tail Gunner (4)

    ARC-170 Starfighter - •“Odd Ball” - 67
        •“Odd Ball” - CC-2237 (55)
            Elusive (3)
            R3 Astromech (3)
            Hull Upgrade (3)
            •Clone Commander Cody (3)

    Total: 200/200

    View in the X-Wing Squad Builder


  5. 1 hour ago, ficklegreendice said:

    Needs four arcs!

     

    On a serious note, Arcs really don't lend themselves to building fat given the current slew of upgrades. Republic arcs are (generally) efficient, slow, and pretty weak defensively since they're 1 agi, slow, and fat. 

    But since the whole point of the list is three fat Arcs, some suggestions:

    1.) Wulffe seems good

     2.) Cody Clone Commander seems stupid good 

     3.) R4 isn't great as, in my first Ed experience, you'll be using that auxiliary arc a LOT more than you may expect. Plus, they're too slow and fat to peel off to regen like a Jedi would 

    R5 seems the better buy, here

    4.) 7th fleet gunner seems real expensive but honestly what else are you going to buy?

    Having to weapon disable to reload is bleh (same reason as r4 is eh) but it DOES something without disabling your ship 

     

    In any case, still think you'd have more fun with a forth ship regardless of which (even a Torrent!)

     

    Cody is super good. Especially on the higher initiative ship. Assigning the strain token before the other ships fire is awesome. 

    I dropped r4 to put R3's across the board. Because like you said, they're slow and use multiple arcs, it's good to have a handful of target locks hanging around. That was part of the reason why I wanted the sync'd console but found everyone either a) wanted to keep their locks or b) go ahead and spend them. Sync'd console are probably best on the Torrents with a 2-dice primary so they can give the lock to a higher attack ship or get a lock to use for a missile.

    7th fleet gunner is a bit expensive, but when you have an opportunity at a modded attack and that extra die can finish off a ship, it's worth it. In my games so far, I've only needed to reload it once. With big ships at i3, it's not easy to put everyone on the same target, so it's usually a 1-2 opportunity per game type of card (which is why I think it could be cheaper). I would only gain a disarm to reload it if I was confident the Arc wouldn't' have a chance to shoot that next round anyway.

    I lot of people like Wulffe, but I dunno. Sinker already gives you a reroll and you have TLs from R3. The I5 with Odd Ball puts you above a slew of I4 pilots (Ten/Braylen, Sigmas, U-Wing pilots, other Arcs).

    It's possible I could get more mileage out of slimming these down, but I think I need more games to prove I'm overspending on these three. 


  6. 41 minutes ago, wurms said:

    Quad arcs is better than 50pts of shenanigans. 1 arc can drop in a round or 2 pretty easy. Jag with synced console is nasty, especially alongside sinker who people want to shoot first.

    Sure, I could see that. But I’m probably not investing in another one, and though I could borrow one I tend to build around my own collection because I never know who may have what available. 


  7. After a few test games, I found I didn't really need the synced consoles, not did I really need  R4-P17 as much as I thought. So I'm thinking of dropping all the synced consoles and giving all three r3 astromechs. That lets me add a hull upgrade to all of them.

    Also in my test games, I gotta say, the Seventh Fleet Gunner and Commander Cody are really nice upgrades. Cody especially on Odd Ball, who can give a strain token before the other two shoot.

    ARC-170 Starfighter - •“Jag” - 64
        •“Jag” - CT-55/11-9009 (49)
            R3 Astromech (3)
            Hull Upgrade (3)
            Seventh Fleet Gunner (9)

    ARC-170 Starfighter - •“Sinker” - 69
        •“Sinker” - Wolfpack Veteran (54)
            R3 Astromech (3)
            Hull Upgrade (3)
            Seventh Fleet Gunner (9)

    ARC-170 Starfighter - •“Odd Ball” - 67
        •“Odd Ball” - CC-2237 (55)
            Elusive (3)
            R3 Astromech (3)
            Hull Upgrade (3)
            •Clone Commander Cody (3)

    Total: 200/200

    View in the X-Wing Squad Builder


  8. 9 minutes ago, pakirby said:

    Any way to give help to that single green defense die?  It’s always so depressing rolling a single defense die.  And “staying at range 3 of all attacker’s” is kinda hard to do with ARCs

    Odd Ball at least has elusive to reroll. And Jag at least gives you an offensive boost when you’re shot at. It’s not great but in 1.0 I pretty much only flew B-Wings so I’m kinda used to it.


  9. Alternative is going all-out on the support theme:

    ARC-170 Starfighter - •“Odd Ball” - 68
        •“Odd Ball” - CC-2237 (55)
            Elusive (3)
            •R4-P17 (5)
            Synchronized Console (2)
            •Clone Commander Cody (3)

    ARC-170 Starfighter - Squad Seven Veteran - 65
        Squad Seven Veteran - (47)
            Dedicated (3)
            R5 Astromech (4)
            Synchronized Console (2)
            Seventh Fleet Gunner (9)

    ARC-170 Starfighter - Squad Seven Veteran - 65
        Squad Seven Veteran - (47)
            Dedicated (3)
            R5 Astromech (4)
            Synchronized Console (2)
            Seventh Fleet Gunner (9)

    Total: 198/200

    View in the X-Wing Squad Builder


  10. Apologies if this has been covered already. I haven’t come across this as a topic specifically. But I just picked up a second Arc-170 expansion so I have three on hand including my Rebel one. I’m wondering if something like this has anything to it:

    ARC-170 Starfighter - •“Jag” - 63
        •“Jag” - CT-55/11-9009 (49)
            R3 Astromech (3)
            Synchronized Console (2)
            Seventh Fleet Gunner (9)

    ARC-170 Starfighter - •“Sinker” - 68
        •“Sinker” - Wolfpack Veteran (54)
            R3 Astromech (3)
            Synchronized Console (2)
            Seventh Fleet Gunner (9)

    ARC-170 Starfighter - •“Odd Ball” - 68
        •“Odd Ball” - CC-2237 (55)
            Elusive (3)
            •R4-P17 (5)
            Synchronized Console (2)
            •Clone Commander Cody (3)

    Total: 199/200

    View in the X-Wing Squad Builder

    Trying to decide if I want to take Elusive or Expert Handling on Odd Ball. Keeping the BR red benefits his ability but turning it white can help with R4 without taking double stress.


  11. Taking a lot of the above into consideration, I'm wondering something like this:
     

    ARC-170 Starfighter - 104th Battalion Pilot - 67
        104th Battalion Pilot - (42)
            •Chancellor Palpatine (14)
            Synchronized Console (2)
            Seventh Fleet Gunner (9)

    ARC-170 Starfighter - •“Wolffe” - 60
        •“Wolffe” - CC-3636 (51)
            Expert Handling (4)
            Synchronized Console (2)
            •Clone Commander Cody (3)

    Delta-7 Aethersprite - •Anakin Skywalker - 70
        •Anakin Skywalker - Hero of the Republic (60)
            Calibrated Laser Targeting (10)

    Total: 197/200

    View in the X-Wing Squad Builder

     

    In the rounds where the generic isn't in the fight, they can provide some support by coordinating or using SFG. Wolffe's expert handling could help line up shots from either firing arc. Ani just does his thing.


  12. Maybe something like this. The Falcon is a bit bulky so you can strip it down a bit to boost the wingmates if desired. But gaining the evade from Lowh and having two focus tokens should help Chewie stay on the table for a bit.

    Auzituck Gunship - Kashyyyk Defender - 48
        Kashyyyk Defender - (46)
            •Leia Organa (2)

    Auzituck Gunship - •Lowhhrick - 55
        •Lowhhrick - Escaped Gladiator (52)
            Selfless (3)

    Modified YT-1300 Light Freighter - •Chewbacca - 97
        •Chewbacca - The Mighty (73)
            Trick Shot (2)
            •R2-D2 (8)
            Perceptive Copilot (8)
            •Millennium Falcon (6)

    Total: 200/200

    View in the X-Wing Squad Builder


  13. 23 minutes ago, Hiemfire said:

    Did you confirm that your search only picked out the spoken references and not the stage direction mentions as well? :)

    Yep, only direct quotes. And only from the original trilogy and new trilogy. Could be a poor assumption but I didn't check the prequels lol. Nor did I check Rogue One or Solo.


  14. 2 hours ago, Marev said:

    Played this against Anakin, Ahsoka and 2 Torrents yesterday:

    Anakin Skywalker (60)
    R4-P17 (5)
    Calibrated Laser Targeting (10)

    Obi-Wan Kenobi (53)
    Calibrated Laser Targeting (8)

    Plo Koon (51)
    Calibrated Laser Targeting (8)
    Total: 195

    View in Yet Another Squad Builder 2.0

    ...and boy, was it glorious! I originally chose the pilots based on their pilot skills alone, but the abilities synergise surprisingly well. Someone got blocked into a bad position? Just transfer Plo‘s focus along, have Obi-Wan to let that guy refresh it and you‘re good. It‘s also very hard for your opponent to focus on a target. Damage is also surprisingly good... by the time time was up, he lost Ahsoka, the Torrents and Anakin was half points with no charges on R2 left while my Anakin was untouched, Plo only lost a shield and only Obi-Wan was limping around on 1 hull. Further testing is required, but so far the list is incredibly fun and apparently not half bad either.

    This is what I've been running, except I have R4 on Ani. Plo can pull the disarm off Ani after the regen. It's quite fun. And bullseys are just not that difficult with i5's and i6's.


  15. 17 hours ago, Talonbane Cobra said:

    Why is this? Isn't focus just a more effective force charge? Once you've passed up opportunities to spend them they are just mini focus tokes?

    I suppose it's situational but typically you're not going to roll more than one focus per roll. There's also some token-stripping effects out there that don't affect force tokens. Again situational but something to consider. But when it comes to Ashoka's ability or FTC in the first place, you have to think it through a bit if it's worth using if you're also using battle meditation that round, given that you can only regain one force charge per round.


  16. 6 hours ago, Talonbane Cobra said:

     

    Oh, so yeah he doesn't seem optimal? I didn't consider the I5 element of the action selection. But still his ability seems completely wasted.

    I am still rusty with 2.0 but Ahsoka can give her extra action to herself can't she? So she'll have a focus and be able to dish them out?

     

    Yeah, she can spend one Force charge after her movement to perform an action and then during her standard action she can spend another force to double-coordinate. I wouldn’t use her ability on herself just for a focus, most likely. I’d lean toward keeping a force charge over a focus. But it could help her reposition to line up a shot or to keep at R 1-2 to be able to perform the coordinate. She could also essentially coordinate actions to all three ships depending on range by using her ability on one ship and battle meditation on the others. She’s pretty dynamic.


  17. 6 hours ago, Talonbane Cobra said:

    Am I missing something here? What is the reason for Plo Koon? his ability needs him to have greens or is it to pull stress from one of the Torrents? how are they becoming stressed? 

    He can’t pull stress. Only give green tokens or take orange tokens.

    I’m assuming the point of Plo is to have an i5 coordinate to the torrents. It’s not bad. But I find Ashoka to be a bit more efficient and gives a few extra points to mess with.


  18. 23 minutes ago, GreenDragoon said:

    The normal R2 astromech still lets you 'ignore' the consequences if you for example bump or run far enough. But that is an entirely different way because you still had to adjust your movement and plan.

    I’ve also found Ani with an R2 and Plo to be a fun combination. Ani takes the disarm, Plo spends a force to pull the disarm off him. Again, like you said, that’s a cost. Not only the cost of a Force charge, but it does still leave one of my ships disarmed. But the chance for my top ace to regen and then potentially  initiative kill an opponent’s ship is worth it.


  19. Upsilon would be a pretty odd move if you ask me. There was such a rush to buy the 1.0 model when it became cheap that nobody is adding a third or fourth to their collection. I get a lot of these remakes are for new 2.0 players, but that applies much more to the Rebel, Scum, and Empire factions.  


  20. 100% Nay. I understand your reasoning, but Hyperspace, long-term, is going to be fluid. It's not viable to readjust Hyperspace points each time there are additions or switches to legal ships/pilots/upgrades.

    As for this:

    34 minutes ago, Kieransi said:

    I think the main problem is that pricing needs to be different for different player skill levels. Note that I don't mean this in a demeaning or unkind way at all. 

     

    Quick builds are your friend. Give less experienced players a higher threat level than the more experienced player. Or give the less experienced player 200 points to your 180.

    Just my personal opinion, I'm not a fan of putting training wheels on a competitive game after teaching someone the rules/mechanics. I've lost way more than I've won, but I use it to get better and learn. I'd be a way worse player today if I looked for ways to get a crutch. The game is designed to benefit players who make consistently good decisions and good flying. The reward system for good decisions and good flying is W's. (sorry a little bit of a personal rant here).


  21. It's so easy to get bullseye shots off at i6 given Ani's maneuverability. I really do wonder if the people who are so down on it have even tried it yet or faced it yet. As for Force uses on Ani, it's really either Brilliant Evasion or Predictive Shot. You could go SupNat but that's a heavy investment and could potentially use all three charges in one turn (SupNat, ability, extra reposition) so I'm not sure it's even that good of an idea.

    Predictive Shot is what I lean towards because it helps cover your ground when you don't line up that bullseye.

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